REO
Undead
First off I'd like to say that I'm pleased with what was given but underwhelmed at how we were given much less than characters such as Quan Chi, D'Vorah, Erron Black, etc. This is not going to be a rant or boohoo thread but instead be about my opinion on the changes he was given and what I think he needs for future patches.
Let's get started:
Jason - Corpse Grab & Corpse Slam now has 10 startup frames (down from 12)
A very minor buff to a special attack that was almost seen as useless pre patch. With the combination of jump attacks receiving a slight nerf this patch, and the start up being slightly increased, I hope I can find more use for this attack at least in some match ups. While I'm a little disappointed nothing worthwhile was done to the EX version, this buff is better than nothing so I'll take it.
Jason (Slasher) - Increased the cancel advantage on Towards+BP by 5
This is actually something that was needed and now gives Jason the ability to go for a safe overhead by using F+2 and linking choke for around 15%. The only issue is I wish this buff was executed better. It would have been amazing if they removed the pushback on block for F+2 so that choke does not whiff so easily at common distances leaving you open for full combo punishes essentially negating the buffs intention. You literally have to be close to breathing on the opponent to make the overhead into choke safe. With Jason's lack of a viable run and slow mobility this is a difficult task to maintain.
Jason (Relentless) - Damned no longer carries over between rounds
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Jason (Relentless) - Damned increased to 10%/20%/33%/50% damage at under 50%/25%/10%/5% health (up from 3%/7%/12%/18% damage at under 75%/50%/25%/5% health)
This is more of a slight nerf overall in viability and effectiveness of what used to be Jason's best and most consistent feature. Now instead of Jason being a powerhouse in round three with damn near 40% permanent damage increase, he must now lose half of his health in a round to achieve access to these damage buffs that will amplify the closer Jason is to death. Personally I preferred the old Damned because of how unique it was and consistent but I can live with these new changes since it turns Relentless more into clutch factor.
Jason (Unstoppable) - You can now hold down to have Resurrection not trigger after losing all of your health when it is not your final round
This is probably the most important and well thought out buff and I give NRS so much applaud for pulling it off. Unfortunately I really can't see a reason to play this variation over the other two. Not because the buff was bad, but because it didn't address the other main core problems and limitations Unstoppable.
What I think Jason needs and the biggest disappointment was the lack of properly adjusting any of his mid attacks to hit properly. Literally all of his mids can be low profiled:
B+2 is a mid that gets low profiled
B+1 is a mid that gets low profiled
B+3 is a mid that gets low profiled
D,F+1 (choke) is a mid that gets low profiled
D,B,F+2 (tight squeeze) is a mid that gets low profiled
B+1,2 is a mid string that gets low profiled
B+3,1+3 is a mid string that gets low profiled
Even his d+1 mid poke gets low profiled...
And even his OVERHEAD F+3 also gets low profiled...
If you don't believe me on any of the above the easiest way you can test it is by choosing Mileena and mashing D+3 over and over. These are issues vs about half the cast. Now I'm NOT saying you have to make EVERYTHING be a true mid, but can we at least have one or two options to use a true mid when we know someone is mashing a poke to become psuedo invincible?
Buff Wish List:
1.) B+3 should become a true mid and slightly be faster. I believe 9 or 10 start up frames would be perfect for this move.
2.) D,B,F+2 (Tight Squeeze) should become a true mid. Having at least one option we can use as a wake up to get off the ground vs low profilers would make it so we at least can use the wake up system.
3.) Slasher F+2 should have it's pushback removed from block so D,F+1 (choke) 2 in 1 does not whiff so easily.
4.) Slasher F+4 needs a slight increase on range towards it's hitbox so this move CANNOT whiff after landing a properly spaced jump in from Jason's jump in punch 1 & 2. It's not fair to have your successfully spaced jump in follow up whiff on HIT and then be full combo punished for it because they can now block the second part of the F+4,2 string. This is crucial for the effectiveness of Slasher's jump in 50/50 game.
5.) Unstoppable in general:
- D,D+3 (Punishment) is a very laggy damage increasing power up with total frames that rival that of an unblockable attack. This move is extremely difficult to get out in an actual match and pretty much force you to cut combos short in order to even use. The thing that turns me off from Unstoppable is if I want damage, why wouldn't I just choose Relentless for maximum damage or play Slasher if I want meterless damage? I would be a fan of this move if it had less recovery and it would be neat if it did something unique like make Jason build meter on HIT or extra meter gain block if he has this buff active. (Unstoppable is heavily meter dependent with no good ways to build some)
- D,D,4. This move restores very minimal health but the awful recovery makes it counterintuitive to use in a real match at risk of being hit and losing way more health than you would of healed. On top of that, D,D+3 (Punishment) is better to use in nearly every situation when choosing to end combos in a buff because the reward is greater. It would be nice if this move just had better recovery and wasn't so penalizing.
- D,D+4+Block. This EX move is practically useless and heals the same amount of health without any noticable recovery difference. The EX version should heal twice the health back (10%) and recover much faster.
Anyway, that's pretty much everything I wanted to say and I can't wait to see this patch play out.
Let's get started:
Jason - Corpse Grab & Corpse Slam now has 10 startup frames (down from 12)
A very minor buff to a special attack that was almost seen as useless pre patch. With the combination of jump attacks receiving a slight nerf this patch, and the start up being slightly increased, I hope I can find more use for this attack at least in some match ups. While I'm a little disappointed nothing worthwhile was done to the EX version, this buff is better than nothing so I'll take it.
Jason (Slasher) - Increased the cancel advantage on Towards+BP by 5
This is actually something that was needed and now gives Jason the ability to go for a safe overhead by using F+2 and linking choke for around 15%. The only issue is I wish this buff was executed better. It would have been amazing if they removed the pushback on block for F+2 so that choke does not whiff so easily at common distances leaving you open for full combo punishes essentially negating the buffs intention. You literally have to be close to breathing on the opponent to make the overhead into choke safe. With Jason's lack of a viable run and slow mobility this is a difficult task to maintain.
Jason (Relentless) - Damned no longer carries over between rounds
&
Jason (Relentless) - Damned increased to 10%/20%/33%/50% damage at under 50%/25%/10%/5% health (up from 3%/7%/12%/18% damage at under 75%/50%/25%/5% health)
This is more of a slight nerf overall in viability and effectiveness of what used to be Jason's best and most consistent feature. Now instead of Jason being a powerhouse in round three with damn near 40% permanent damage increase, he must now lose half of his health in a round to achieve access to these damage buffs that will amplify the closer Jason is to death. Personally I preferred the old Damned because of how unique it was and consistent but I can live with these new changes since it turns Relentless more into clutch factor.
Jason (Unstoppable) - You can now hold down to have Resurrection not trigger after losing all of your health when it is not your final round
This is probably the most important and well thought out buff and I give NRS so much applaud for pulling it off. Unfortunately I really can't see a reason to play this variation over the other two. Not because the buff was bad, but because it didn't address the other main core problems and limitations Unstoppable.
What I think Jason needs and the biggest disappointment was the lack of properly adjusting any of his mid attacks to hit properly. Literally all of his mids can be low profiled:
B+2 is a mid that gets low profiled
B+1 is a mid that gets low profiled
B+3 is a mid that gets low profiled
D,F+1 (choke) is a mid that gets low profiled
D,B,F+2 (tight squeeze) is a mid that gets low profiled
B+1,2 is a mid string that gets low profiled
B+3,1+3 is a mid string that gets low profiled
Even his d+1 mid poke gets low profiled...
And even his OVERHEAD F+3 also gets low profiled...
If you don't believe me on any of the above the easiest way you can test it is by choosing Mileena and mashing D+3 over and over. These are issues vs about half the cast. Now I'm NOT saying you have to make EVERYTHING be a true mid, but can we at least have one or two options to use a true mid when we know someone is mashing a poke to become psuedo invincible?
Buff Wish List:
1.) B+3 should become a true mid and slightly be faster. I believe 9 or 10 start up frames would be perfect for this move.
2.) D,B,F+2 (Tight Squeeze) should become a true mid. Having at least one option we can use as a wake up to get off the ground vs low profilers would make it so we at least can use the wake up system.
3.) Slasher F+2 should have it's pushback removed from block so D,F+1 (choke) 2 in 1 does not whiff so easily.
4.) Slasher F+4 needs a slight increase on range towards it's hitbox so this move CANNOT whiff after landing a properly spaced jump in from Jason's jump in punch 1 & 2. It's not fair to have your successfully spaced jump in follow up whiff on HIT and then be full combo punished for it because they can now block the second part of the F+4,2 string. This is crucial for the effectiveness of Slasher's jump in 50/50 game.
5.) Unstoppable in general:
- D,D+3 (Punishment) is a very laggy damage increasing power up with total frames that rival that of an unblockable attack. This move is extremely difficult to get out in an actual match and pretty much force you to cut combos short in order to even use. The thing that turns me off from Unstoppable is if I want damage, why wouldn't I just choose Relentless for maximum damage or play Slasher if I want meterless damage? I would be a fan of this move if it had less recovery and it would be neat if it did something unique like make Jason build meter on HIT or extra meter gain block if he has this buff active. (Unstoppable is heavily meter dependent with no good ways to build some)
- D,D,4. This move restores very minimal health but the awful recovery makes it counterintuitive to use in a real match at risk of being hit and losing way more health than you would of healed. On top of that, D,D+3 (Punishment) is better to use in nearly every situation when choosing to end combos in a buff because the reward is greater. It would be nice if this move just had better recovery and wasn't so penalizing.
- D,D+4+Block. This EX move is practically useless and heals the same amount of health without any noticable recovery difference. The EX version should heal twice the health back (10%) and recover much faster.
Anyway, that's pretty much everything I wanted to say and I can't wait to see this patch play out.
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